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2 commits

Author SHA1 Message Date
224916a77b Fix behavior 2025-03-17 11:45:37 +09:00
3a798ee456 Add skelton, mesh, texture about 3BA 2025-03-16 19:38:40 +09:00
28 changed files with 9534 additions and 16 deletions

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ConjurableMaid.esp (Stored with Git LFS)

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@ -0,0 +1,473 @@
<?xml version="1.0" encoding="UTF-8"?>
<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">
<!-- ground -->
<per-triangle-shape name="VirtualGround">
<margin>1</margin>
<prenetration>4</prenetration>
<tag>ground</tag>
</per-triangle-shape>
<bone name="NPC L Calf [LClf]"/>
<bone name="NPC R Calf [RClf]"/>
<bone name="NPC R Foot [Rft ]"/>
<bone name="NPC L Foot [Lft ]"/>
<bone name="NPC Head [Head]"/>
<bone name="NPC L Clavicle [LClv]"/>
<bone name="NPC R Clavicle [RClv]"/>
<bone name="NPC L Forearm [LLar]"/>
<bone name="NPC R Forearm [RLar]"/>
<bone name="NPC L ForearmTwist1 [LLt1]"/>
<bone name="NPC R ForearmTwist1 [RLt1]"/>
<bone name="NPC L ForearmTwist2 [LLt2]"/>
<bone name="NPC R ForearmTwist2 [RLt2]"/>
<bone name="NPC L UpperArm [LUar]"/>
<bone name="NPC R UpperArm [RUar]"/>
<bone name="NPC L UpperarmTwist1 [LUt1]"/>
<bone name="NPC R UpperarmTwist1 [RUt1]"/>
<bone name="NPC L UpperarmTwist2 [LUt2]"/>
<bone name="NPC R UpperarmTwist2 [RUt2]"/>
<bone name="NPC Spine [Spn0]"/>
<bone name="NPC Spine2 [Spn2]"/>
<bone name="NPC Spine1 [Spn1]"/>
<bone name="NPC Pelvis [Pelv]"/>
<bone name="NPC Belly"/>
<bone name="Belly"/>
<bone name="NPC L Thigh [LThg]"/>
<bone name="NPC R Thigh [RThg]"/>
<bone name="NPC L FrontThigh"/>
<bone name="NPC R FrontThigh"/>
<bone name="NPC L RearCalf [LrClf]"/>
<bone name="NPC R RearCalf [RrClf]"/>
<bone name="NPC L RearThigh"/>
<bone name="NPC R RearThigh"/>
<bone name="NPC L Hand [LHnd]"/>
<bone name="NPC R Hand [RHnd]"/>
<bone name="NPC L PreBreast"/>
<bone name="NPC R PreBreast"/>
<bone name="NPC L Breast"/>
<bone name="NPC R Breast"/>
<bone name="NPC L Breast01"/>
<bone name="NPC R Breast01"/>
<bone name="L Breast00"/>
<bone name="R Breast00"/>
<bone name="L Breast01"/>
<bone name="R Breast01"/>
<bone name="L Breast02"/>
<bone name="R Breast02"/>
<bone name="L Breast03"/>
<bone name="R Breast03"/>
<bone name="L Breast04"/>
<bone name="R Breast04"/>
<bone name="NPC L PreButt"/>
<bone name="NPC R PreButt"/>
<bone name="NPC L Pussy01"/>
<bone name="NPC R Pussy01"/>
<bone name="NPC L Butt"/>
<bone name="NPC R Butt"/>
<bone name="NPC L Pussy02"/>
<bone name="NPC R Pussy02"/>
<!--
<bone-default>
<margin-multiplier>0.01</margin-multiplier>
</bone-default>
<bone name="L Breast00"/>
<bone name="R Breast00"/>
<bone-default>
<mass>10</mass>
<inertia x="2" y="2" z="2"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1" />
<origin x="0" y="0" z="0" />
</centerOfMassTransform>
<linearDamping>0.5</linearDamping>
<angularDamping>0.3</angularDamping>
<gravity-factor>0.05</gravity-factor>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0.1</restitution>
</bone-default>
<bone-default>
<margin-multiplier>0.01</margin-multiplier>
</bone-default>
<bone name="L Breast01"/>
<bone name="R Breast01"/>
<bone-default>
<mass>1</mass>
<inertia x="2" y="2" z="2"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1" />
<origin x="0" y="0" z="0" />
</centerOfMassTransform>
<linearDamping>0.7</linearDamping>
<angularDamping>0.3</angularDamping>
<gravity-factor>0.1</gravity-factor>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0.2</restitution>
</bone-default>
<bone-default>
<margin-multiplier>0.1</margin-multiplier>
</bone-default>
<bone name="L Breast02"/>
<bone name="R Breast02"/>
<bone-default>
<mass>0.2</mass>
<inertia x="2" y="2" z="2"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1" />
<origin x="0" y="0" z="0" />
</centerOfMassTransform>
<linearDamping>0.8</linearDamping>
<angularDamping>0.3</angularDamping>
<gravity-factor>0.15</gravity-factor>
<friction>0.4</friction>
<rollingFriction>0</rollingFriction>
<restitution>0.8</restitution>
</bone-default>
<bone name="L Breast03"/>
<bone name="R Breast03"/>
<bone-default>
<mass>0.15</mass>
<inertia x="40" y="20" z="20"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0.6</linearDamping>
<angularDamping>0.8</angularDamping>
<gravity-factor>0</gravity-factor>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone-default>
<bone name="L Breast04"/>
<bone name="R Breast04"/>
<generic-constraint-default>
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-2" y="-0.2" z="-6" />
<linearUpperLimit x="1" y="0.5" z="3" />
<angularLowerLimit x="-0.05" y="0" z="-0.05" />
<angularUpperLimit x="0.05" y="0" z="0" />
<linearStiffness x="900" y="900" z="1200"/>
<angularStiffness x="900" y="0" z="900"/>
<linearDamping x="2" y="2" z="20" />
<angularDamping x="2" y="2" z="2" />
<linearEquilibrium x="0" y="0" z="0" />
<angularEquilibrium x="0" y="0" z="0" />
<linearBounce x="0" y="0" z="0"/>
<angularBounce x="0" y="0" z="0"/>
</generic-constraint-default>
<generic-constraint bodyA="L Breast01" bodyB="L Breast00"/>
<generic-constraint-default>
<linearLowerLimit x="-1" y="-0.2" z="-6" />
<linearUpperLimit x="2" y="0.5" z="3" />
<angularLowerLimit x="-0.05" y="0" z="0" />
<angularUpperLimit x="0.05" y="0" z="0.05" />
</generic-constraint-default>
<generic-constraint bodyA="R Breast01" bodyB="R Breast00"/>
<generic-constraint-default>
<linearLowerLimit x="0" y="-0.2" z="-4.5" />
<linearUpperLimit x="0" y="1" z="1.2" />
<angularLowerLimit x="-0.5" y="-0.02" z="-0.3" />
<angularUpperLimit x="0.1" y="0.02" z="0.1" />
<linearStiffness x="900" y="900" z="900"/>
<angularStiffness x="900" y="900" z="900"/>
<linearDamping x="2" y="2" z="14" />
<angularDamping x="2" y="2" z="8" />
<linearEquilibrium x="0" y="0" z="-1.2" />
<angularEquilibrium x="0" y="0" z="0" />
</generic-constraint-default>
<generic-constraint bodyA="L Breast02" bodyB="L Breast01"/>
<generic-constraint-default>
<linearLowerLimit x="0" y="-0.2" z="-4.5" />
<linearUpperLimit x="0" y="1" z="1.2" />
<angularLowerLimit x="-0.5" y="-0.02" z="-0.1" />
<angularUpperLimit x="0.1" y="0.02" z="0.3" />
</generic-constraint-default>
<generic-constraint bodyA="R Breast02" bodyB="R Breast01"/>
<generic-constraint-default>
<linearLowerLimit x="-10" y="-10" z="-10" />
<linearUpperLimit x="10" y="10" z="10" />
<angularLowerLimit x="-0.1" y="-0.02" z="-0.1" />
<angularUpperLimit x="0.1" y="0.02" z="0.05" />
<linearStiffness x="900" y="900" z="900"/>
<angularStiffness x="900" y="900" z="900"/>
<linearDamping x="2" y="2" z="2" />
<angularDamping x="2" y="2" z="2" />
<linearEquilibrium x="0" y="0" z="-0.8" />
<angularEquilibrium x="0" y="0" z="0" />
</generic-constraint-default>
<generic-constraint bodyA="L Breast03" bodyB="L Breast02"/>
<generic-constraint-default>
<linearLowerLimit x="-1" y="-0.2" z="-2" />
<linearUpperLimit x="1" y="0.5" z="2" />
<angularLowerLimit x="-0.1" y="-0.02" z="-0.1" />
<angularUpperLimit x="0.1" y="0.02" z="0.05" />
<linearStiffness x="900" y="900" z="900"/>
<angularStiffness x="900" y="900" z="900"/>
<linearDamping x="2" y="2" z="2" />
<angularDamping x="2" y="2" z="2" />
<linearEquilibrium x="0" y="0" z="-0.8" />
<angularEquilibrium x="0" y="0" z="0" />
</generic-constraint-default>
<generic-constraint bodyA="L Breast03" bodyB="L Breast01"/>
<generic-constraint-default>
<linearLowerLimit x="-10" y="-10" z="-10" />
<linearUpperLimit x="10" y="10" z="10" />
<angularLowerLimit x="-0.1" y="-0.02" z="-0.05" />
<angularUpperLimit x="0.1" y="0.02" z="0.1" />
</generic-constraint-default>
<generic-constraint bodyA="R Breast03" bodyB="R Breast02"/>
<generic-constraint-default>
<linearLowerLimit x="-1" y="-0.2" z="-2" />
<linearUpperLimit x="1" y="0.5" z="2" />
<angularLowerLimit x="-0.1" y="-0.02" z="-0.05" />
<angularUpperLimit x="0.1" y="0.02" z="0.1" />
</generic-constraint-default>
<generic-constraint bodyA="R Breast03" bodyB="R Breast01"/>
<generic-constraint-default>
<frameInB>
<basis x="0" y="0" z="0" w="1" />
<origin x="0" y="0" z="0" />
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-3" y="-0" z="-5" />
<linearUpperLimit x="0" y="0" z="5" />
<angularLowerLimit x="-0.4" y="0" z="0" />
<angularUpperLimit x="0.4" y="0" z="0" />
<linearStiffness x="40" y="60" z="40"/>
<angularStiffness x="9" y="9" z="9"/>
<linearDamping x="2" y="2" z="2" />
<angularDamping x="1" y="1" z="1" />
<linearEquilibrium x="-2" y="0" z="-4" />
<angularEquilibrium x="0" y="0" z="0" />
<linearBounce x="0" y="0" z="0"/>
<angularBounce x="0" y="0" z="0"/>
</generic-constraint-default>
<generic-constraint bodyA="L Breast04" bodyB="L Breast00"/>
<generic-constraint-default>
<frameInB>
<basis x="0" y="0" z="0" w="1" />
<origin x="0" y="0" z="0" />
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-0" y="-0" z="-8" />
<linearUpperLimit x="3" y="0" z="8" />
<angularLowerLimit x="-0.4" y="0" z="0" />
<angularUpperLimit x="0.4" y="0" z="0" />
<linearStiffness x="40" y="60" z="40"/>
<angularStiffness x="50" y="50" z="50"/>
<linearDamping x="2" y="2" z="2" />
<angularDamping x="1" y="1" z="1" />
<linearEquilibrium x="2" y="0" z="-4" />
<angularEquilibrium x="0" y="0" z="0" />
<linearBounce x="0" y="0" z="0"/>
<angularBounce x="0" y="0" z="0"/>
</generic-constraint-default>
<generic-constraint bodyA="R Breast04" bodyB="R Breast00"/>
<bone-default>
<mass>5.000000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="-1" z="0"/>
</centerOfMassTransform>
<linearDamping>0.85</linearDamping>
<angularDamping>0.85</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone-default>
<bone name="NPC L Butt"/>
<bone name="NPC R Butt"/>
<generic-constraint-default>
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-6" y="-6" z="-6"/>
<linearUpperLimit x="6" y="6" z="6"/>
<angularLowerLimit x="-0.3" y="0" z="-0.3"/>
<angularUpperLimit x="0.3" y="0" z="0.3"/>
<linearStiffness x="500" y="500" z="500"/>
<angularStiffness x="500" y="500" z="500"/>
<linearDamping x="0.99" y="0.99" z="0.99"/>
<angularDamping x="0.99" y="0.99" z="0.99"/>
<linearEquilibrium x="0" y="0" z="-1"/>
<angularEquilibrium x="0" y="0" z="0"/>
<linearBounce x="0.5" y="0.5" z="0.5"/>
<angularBounce x="0.5" y="0.5" z="0.5"/>
</generic-constraint-default>
<generic-constraint bodyA="NPC L Butt" bodyB="NPC L PreButt"/>
<generic-constraint bodyA="NPC R Butt" bodyB="NPC R PreButt"/>
<bone name="NPC L Pussy02">
<mass>0.10000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
<bone name="NPC L Pussy01">
<mass>0.00000</mass>
<inertia x="0" y="0" z="0"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
<bone name="NPC R Pussy02">
<mass>0.10000</mass>
<inertia x="10" y="10" z="10"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
<bone name="NPC R Pussy01">
<mass>0.00000</mass>
<inertia x="0" y="0" z="0"/>
<centerOfMassTransform>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>
<generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01">
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="0" y="0" z="0"/>
<linearUpperLimit x="10" y="0" z="0"/>
<angularLowerLimit x="0" y="0" z="0"/>
<angularUpperLimit x="0" y="0" z="0"/>
<linearStiffness x="50" y="50" z="50"/>
<angularStiffness x="10" y="10" z="10"/>
<linearDamping x="0" y="0" z="0"/>
<angularDamping x="0" y="0" z="0"/>
<linearEquilibrium x="-5" y="0" z="0"/>
<angularEquilibrium x="0" y="0" z="0"/>
</generic-constraint>
<generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01">
<frameInB>
<basis x="0" y="0" z="0" w="1"/>
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-10" y="0" z="0"/>
<linearUpperLimit x="0" y="0" z="0"/>
<angularLowerLimit x="0" y="0" z="0"/>
<angularUpperLimit x="0" y="0" z="0"/>
<linearStiffness x="10" y="10" z="10"/>
<angularStiffness x="10" y="10" z="10"/>
<linearDamping x="0" y="0" z="0"/>
<angularDamping x="0" y="0" z="0"/>
<linearEquilibrium x="5" y="0" z="0"/>
<angularEquilibrium x="0" y="0" z="0"/>
</generic-constraint>
<per-triangle-shape name="Baseshape">
<margin>0.01</margin>
<prenetration>0.2</prenetration>
<tag>body</tag>
<no-collide-with-tag>body</no-collide-with-tag>
<no-collide-with-tag>Labia</no-collide-with-tag>
<no-collide-with-tag>Lbreast</no-collide-with-tag>
<no-collide-with-tag>Rbreast</no-collide-with-tag>
<no-collide-with-tag>Belly</no-collide-with-tag>
<weight-threshold bone="R Breast01">0.2</weight-threshold>
<weight-threshold bone="L Breast01">0.2</weight-threshold>
<weight-threshold bone="R Breast02">0.2</weight-threshold>
<weight-threshold bone="L Breast02">0.2</weight-threshold>
<weight-threshold bone="R Breast03">0.2</weight-threshold>
<weight-threshold bone="L Breast03">0.2</weight-threshold>
<weight-threshold bone="NPC L Butt">0.1</weight-threshold>
<weight-threshold bone="NPC R Butt">0.1</weight-threshold>
<weight-threshold bone="NPC L Pussy02">0.1</weight-threshold>
<weight-threshold bone="NPC R Pussy02">0.1</weight-threshold>
</per-triangle-shape>
<!--
<per-triangle-shape name="Labia">
<shared>public</shared>
<margin>0.01</margin>
<tag>Labia</tag>
<no-collide-with-tag>Labia</no-collide-with-tag>
<no-collide-with-tag>body</no-collide-with-tag>
<no-collide-with-tag>Belly</no-collide-with-tag>
<weight-threshold bone="NPC L Pussy02">0.1</weight-threshold>
<weight-threshold bone="NPC R Pussy02">0.1</weight-threshold>
</per-triangle-shape>
-->
</system>

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